The big game is back on top of the unofficial Mobile Sports Report single-day Wi-Fi rankings, with a mark of 26.42 terabytes of data used at Super Bowl LIV in Miami, according to figures reported by Extreme Networks.

What’s most interesting (to us) about the number is that it was generated in a venue that had approximately 8,000 fewer fans in attendance than last year’s Super Bowl (70,081 in Atlanta for Super Bowl 53 vs. 62,417 for Super Bowl 54). It was also the second-lowest Super Bowl attendance figure ever, just above the 61,946 fans who attended Super Bowl 1.

So not surprisingly the fans who connected to the Wi-Fi network at Miami’s Hard Rock Stadium also set a new record for average data consumed per connected user, at 595.6 megabytes per user — a big jump from last year’s average data per user total of 492.3 MB. Going forward, we here at MSR think this statistic is even more important than the overall data-used or total tonnage mark, since it more accurately reflects how the network is performing for fans.

“I think the average [data] per user is the metric we’re most proud of,” said John Brams, director of sports and entertainment for Extreme Networks. Extreme, which has a sponsorship deal with the NFL to provide network statistics from every Super Bowl, was also the gear provider for the network at Hard Rock Stadium, the first Super Bowl for Extreme gear since Super Bowl 51 at Houston’s NRG Stadium back in 2017. According to Extreme, the Wi-Fi setup at Hard Rock Stadium uses some 2,000 APs, many of which are deployed in under-seat enclosures in the bowl seating.

The average data used per device, Brams said, is to Extreme the proof of how well each user is served by the network, and is perhaps a more important metric than the simple total of data used.

“If you are asking what is the health of a network, the average [data used] per user is a good metric for that,” Brams said. Brams, like MSR, also believes that the average data used per user is a metric that can be used to compare network performances between different-sized stadiums, like football stadiums and basketball arenas, which might be very far apart in total data used simply because of the capacity differences.

With a reported 44,358 unique devices connected to the network this year’s Super Bowl also set a new mark for Super Bowl take rate at 71 percent; the top overall take rate mark still belongs to Ohio State, which saw 71.5 percent of its fans connected when Ohio Stadium saw 25.6 TB of Wi-Fi used this past fall during a game against Michigan State. It’s worth noting that the average data per user mark from the Ohio State game was 341.6 MB.

Like at Ohio State, at Hard Rock Stadium fans whose devices were on a Verizon cellular subscription could be automatically connected to the Wi-Fi network, a factor that often results in high take rates. Verizon has similar deals with a number of NFL stadiums and some large college venues, including Ohio State, Florida and Brigham Young. Verizon would not reveal what percentage of its customers were included in the overall unique Wi-Fi connection number at Super Bowl LIV.

Peak network usage hits 10 Gbps

Some more info from the great list put together by Extreme: The peak concurrent user number of 24,837 devices was seen during pre-game activities; the peak network throughput of 10.4 Gbps also occurred before the game started, according to Extreme. Of the final data total, 11.1 TB was used before the game started, with the balance of 15.32 TB being used after kickoff.

“We’ve seen the highest data rates right before the game started at the last four Super Bowls,” said Brams. According to Brams, this statistic may be caused by the fact that people at Super Bowls tend to arrive very early for the games, and by the NFL’s attempts to keep things interesting with plenty of pregame entertainment.

The most used streaming apps by fans at Super Bowl LIV were, in order of usage, Apple iTunes, Apple Streaming, YouTube, Spotify and Netflix; the most used social apps in order of usage were Facebook, Instagram, Twit- ter, Snapchat and Bitmoji. For sports apps, the most used in order of usage were ESPN, NFL, NFL OnePass, CBS Sports and ESPN Go.

When reading through the list of apps, MSR wondered out loud who would be watching Netflix at a Super Bowl. But Brams thinks Extreme’s network statistics have an answer.

“It’s amazing how many people bring kids to a big game,” he said. “And those kids may not be that interested in everything going on at the game, so in between they are streaming shows [on Netflix].” Brams said the Netflix-at-games is a trend at NFL games in general, with Netflix consistently showing up in the top 5 of apps used on a stadium network.

MOBILE SPORTS REPORT is pleased to announce the Spring 2020 issue of our STADIUM TECH REPORT series, the ONLY in-depth publication created specifically for the stadium technology professional and the stadium technology marketplace.

Our latest issue contains an in-person report on the new Dickies Arena in Fort Worth, which may have just set the new standard for excellence in an arena experience. We also recap another record Wi-Fi day at Super Bowl LIV, as well as a DIY Wi-Fi network at Rutgers University.

You can READ THE REPORT right now in our new flip-page format, with no registration required!

We’d like to take a quick moment to thank our sponsors, which for this issue include Corning, Boingo, MatSing, Cox Business/Hospitality Network, Comcast Business, Samsung, and American Tower. Their generous sponsorship makes it possible for us to offer this content free of charge to our readers. We’d also like to welcome readers from the Inside Towers community, who may have found their way here via our ongoing partnership with the excellent publication Inside Towers. We’d also like to thank the SEAT community for your continued interest and support.

The big game is back on top of the unofficial Mobile Sports Report single-day Wi-Fi rankings, with a mark of 26.42 terabytes of data used at last Sunday’s Super Bowl LIV in Miami, according to figures reported by Extreme Networks.

What’s most interesting (to us) about the number is that it was generated in a venue that had approximately 8,000 fewer fans in attendance than last year’s Super Bowl (70,081 in Atlanta for Super Bowl 53 vs. 62,417 for Super Bowl 54). So not surprisingly the fans who connected to the Wi-Fi network at Miami’s Hard Rock Stadium (which uses Extreme gear) also set a new record for average data consumed per connected user, at 595.6 megabytes per user — a big jump from last year’s average data per user total of 492.3 MB.

With a reported 44,358 unique devices connected to the network this year’s Super Bowl also set a new mark for Super Bowl take rate at 71 percent; the top overall take rate mark still belongs to Ohio State, which saw 71.5 of its fans connected when Ohio Stadium saw 25.6 TB of Wi-Fi used this fall during a game against Michigan State. It’s worth noting that the average data per user mark from the Ohio State game was 341.6 MB. Going forward, we think this statistic is even more important than the overall data-used or total tonnage mark, since it more accurately reflects how the network is performing for fans. But we also like keeping a record of the biggest totals as well, since it does provide a high-water mark for stadium Wi-Fi usage.

Peak network usage hits 10 Gbps

Some more info from the great list put together by Extreme: The peak concurrent user number of 24,837 devices was seen during pre-game activities; the peak network throughput of 10.4 Gbps also occurred before the game started, according to Extreme. Of the final data total, 11.1 TB was used before the game started, with the balance of 15.32 TB being used after kickoff.

The most used streaming apps by fans were, in order of usage, Apple iTunes, Apple Streaming, YouTube, Spotify and Netflix; the most used social apps in order of usage were Facebook, Instagram, Twitter, Snapchat and Bitmoji. For sports apps, the most used in order of usage were ESPN, NFL, NFL OnePass, CBS Sports and ESPN Go.

According to Extreme, the Wi-Fi setup at Hard Rock Stadium uses some 2,000 APs, many of which are deployed in under-seat enclosures in the bowl seating. For Super Bowl LIV Verizon customers also had access to an automatic login feature, which in many other stadiums (including Ohio State and Mercedes-Benz Stadium in Atlanta) has accounted for a significant amount of the connected Wi-Fi users.

Verizon, which led the DAS effort at Miami’s Hard Rock Stadium, said it saw 21.5 terabytes of data used on its network “in and around the stadium” during Sunday’s Super Bowl LIV.

While we are still circling back with Verizon to see if we can get more granular details, we are guessing that this number comes from the network inside and immediately adjacent to the venue, and not the “2-mile radius” that other carriers are also reporting. We will update as we get more info. With AT&T’s report of 10.2 TB inside/around the stadium and 14.5 TB in the two-mile radius, we are somewhere above 25 TB total of cellular traffic for the big game, even before we have any stats from other carriers.

We are also asking Verizon to provide a total number of users on the 5G network the carrier deployed inside the stadium, but don’t hold your breath since total number of users is not a statistic carriers like to provide (as opposed to Wi-Fi stats, which almost always report the unique connections).

On an interesting note, Verizon said in an email to MSR that it saw 20.5 TB of data traffic on its networks around the stadium at Super Bowl 53 in Atlanta last year — as far as we know this is the first official number from Verizon about last year’s Super Bowl, when Verizon declined to provide MSR with any post-game numbers directly after the event. According to the Falcons IT staff there was only 12 TB total of DAS traffic on the in-stadium network during last year’s Super Bowl so the 20.5 TB of Verizon traffic must have included a lot of “around the stadium” traffic to get to that number.